mirror of
https://gitlab.com/Nanolx/homebrewfilter.git
synced 2024-11-25 10:36:57 +01:00
86b03fb03e
and Wii U Pro Controller like 1 button on the Wii Remote - treat X button on Game Cube Controller, Classic Controller and Wii U Pro Controller like 2 button on the Wii Remote - press Z on Game Cube Controller or L Classic Controller or Wii U Pro Controller to open Settings menu - press R on Classic Controller or Wii U Pro Controller to open External Applications menu (no unsued button left for Game Cube Controller) - previously only the first controller was honoured, now all four are being connected, though only the first one of each kind (Wii Remote, Game Cube Controller or Wii U Pro Controller) can be used, each additional non-unique controller is ignored
195 lines
4.7 KiB
C++
195 lines
4.7 KiB
C++
/****************************************************************************
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* libwiigui Template
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* Tantric 2009
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*
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* input.cpp
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* Wii/GameCube controller management
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***************************************************************************/
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#include <gccore.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <ogcsys.h>
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#include <unistd.h>
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#include <wiiuse/wpad.h>
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#include <wupc/wupc.h>
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#include "menu.h"
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#include "video.h"
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#include "input.h"
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#include "libwiigui/gui.h"
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int rumbleRequest[4] = {0,0,0,0};
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GuiTrigger userInput[4];
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static int rumbleCount[4] = {0,0,0,0};
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/****************************************************************************
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* UpdatePads
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*
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* Scans pad and wpad
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***************************************************************************/
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void UpdatePads()
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{
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WUPC_UpdateButtonStats();
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WPAD_ScanPads();
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PAD_ScanPads();
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for(int i=0; i < 4; i++)
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{
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userInput[i].wpad = WPAD_Data(i);
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userInput[i].chan = i;
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userInput[i].pad.btns_d = PAD_ButtonsDown(i);
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userInput[i].pad.btns_u = PAD_ButtonsUp(i);
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userInput[i].pad.btns_h = PAD_ButtonsHeld(i);
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userInput[i].pad.stickX = PAD_StickX(i);
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userInput[i].pad.stickY = PAD_StickY(i);
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userInput[i].pad.substickX = PAD_SubStickX(i);
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userInput[i].pad.substickY = PAD_SubStickY(i);
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userInput[i].pad.triggerL = PAD_TriggerL(i);
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userInput[i].pad.triggerR = PAD_TriggerR(i);
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// WiiU Pro Controller
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userInput[i].wupcdata.btns_d = WUPC_ButtonsDown(i);
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userInput[i].wupcdata.btns_u = WUPC_ButtonsUp(i);
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userInput[i].wupcdata.btns_h = WUPC_ButtonsHeld(i);
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userInput[i].wupcdata.stickX = WUPC_lStickX(i);
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userInput[i].wupcdata.stickY = WUPC_lStickY(i);
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userInput[i].wupcdata.substickX = WUPC_rStickX(i);
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userInput[i].wupcdata.substickY = WUPC_rStickY(i);
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// Don't use only held to disconnect, on reconnect the pad sends last held state for a short time.
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if((WUPC_ButtonsHeld(i) & WUPC_EXTRA_BUTTON_RSTICK && WUPC_ButtonsDown(i) & WUPC_EXTRA_BUTTON_LSTICK) // R3+L3
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||(WUPC_ButtonsHeld(i) & WUPC_EXTRA_BUTTON_LSTICK && WUPC_ButtonsDown(i) & WUPC_EXTRA_BUTTON_RSTICK))
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WUPC_Disconnect(i);
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}
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}
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/****************************************************************************
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* SetupPads
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*
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* Sets up userInput triggers for use
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***************************************************************************/
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void SetupPads()
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{
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PAD_Init();
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WUPC_Init();
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WPAD_Init();
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// read wiimote accelerometer and IR data
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WPAD_SetDataFormat(WPAD_CHAN_ALL,WPAD_FMT_BTNS_ACC_IR);
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WPAD_SetVRes(WPAD_CHAN_ALL, screenwidth, screenheight);
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for(int i=0; i < 4; i++)
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{
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userInput[i].chan = i;
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}
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}
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/****************************************************************************
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* ShutoffRumble
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***************************************************************************/
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void ShutoffRumble()
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{
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for(int i=0;i< 4;i++)
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{
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WUPC_Rumble(i, 0);
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WPAD_Rumble(i, 0);
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rumbleCount[i] = 0;
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}
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}
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/****************************************************************************
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* Shutdown Pads
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***************************************************************************/
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void ShutdownPads()
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{
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ShutoffRumble();
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WPAD_Flush(0);
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WUPC_Disconnect(0);
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WUPC_Shutdown();
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WPAD_Disconnect(0);
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WPAD_Shutdown();
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}
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/****************************************************************************
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* DoRumble
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***************************************************************************/
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void DoRumble(int i)
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{
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if(rumbleRequest[i] && rumbleCount[i] < 3)
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{
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WUPC_Rumble(i, 1);
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WPAD_Rumble(i, 1); // rumble on
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rumbleCount[i]++;
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}
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else if(rumbleRequest[i])
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{
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rumbleCount[i] = 12;
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rumbleRequest[i] = 0;
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}
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else
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{
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if(rumbleCount[i])
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rumbleCount[i]--;
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WPAD_Rumble(i, 0); // rumble off
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WUPC_Rumble(i, 0);
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}
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}
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/****************************************************************************
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* WPAD_Stick
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*
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* Get X/Y value from Wii Joystick (classic, nunchuk) input
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***************************************************************************/
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s8 WPAD_Stick(u8 chan, u8 right, int axis)
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{
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float mag = 0.0;
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float ang = 0.0;
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WPADData *data = WPAD_Data(chan);
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switch (data->exp.type)
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{
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case WPAD_EXP_NUNCHUK:
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case WPAD_EXP_GUITARHERO3:
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if (right == 0)
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{
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mag = data->exp.nunchuk.js.mag;
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ang = data->exp.nunchuk.js.ang;
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}
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break;
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case WPAD_EXP_CLASSIC:
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if (right == 0)
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{
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mag = data->exp.classic.ljs.mag;
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ang = data->exp.classic.ljs.ang;
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}
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else
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{
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mag = data->exp.classic.rjs.mag;
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ang = data->exp.classic.rjs.ang;
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}
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break;
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default:
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break;
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}
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/* calculate x/y value (angle need to be converted into radian) */
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if (mag > 1.0) mag = 1.0;
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else if (mag < -1.0) mag = -1.0;
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double val;
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if(axis == 0) // x-axis
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val = mag * sin((PI * ang)/180.0f);
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else // y-axis
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val = mag * cos((PI * ang)/180.0f);
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return (s8)(val * 128.0f);
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}
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